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Question about "realism mods"
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geRV is Offline
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Default Question about "realism mods" - 01-13-2003, 02:43 PM

Has their been one for moh or spearhead that removes the onscreen ammo guage showing how many rounds you have left? Surely not very "realistic" to know how many rounds you have left in a magazine you can't see through. eek:




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But one of her fucking grandkids, pookie, rayray or lil-nub was probably slanging weed or rocks out of the house.
  
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Default 01-13-2003, 03:26 PM

I believe there is a mod that will do that, but it is not associated with a 'realism' mod. Realism mods are gameplay mods, not the end all, be all of what is realistic. Always remember, Its just a game.
  
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Default 01-13-2003, 06:19 PM

Quote:
Originally Posted by pest
I believe there is a mod that will do that, but it is not associated with a 'realism' mod. Realism mods are gameplay mods, not the end all, be all of what is realistic. Always remember, Its just a game.
True... the end all, be all of realism would be that the player and server are both interested in realism. This would mean that you have a hud mod that removes the ammo and health meter from the hud. Also by removing the avatars. Then you'd need to find a server who's realism is based on historical data instead of game play (even AANR is somewhat more balanced to game play, although that wasn't my goal). And finally the server setup (besides the weapons mod) would also have to be tweaked for realism by having FF on, force skins using historical skins (for which the player would have to have installed - stock would do, I guess), it would have to be RBTDM with no healthpacks.... etc. etc.

Since I've received so many complaints on my own realism, I doubt you'd find a great amount of people that would play there. Pest is right, this is just a game. Balancing the gameplay is an important factor in having crowds coming and going.

BTW, don't know if anyone's interested or not, but I finally decided to just release the damn AANR. There's no doc's with it or any spreadsheets to compare against other mods as of yet, but if you would still like to try it on other servers... [url:be521]http://www.allaboutnothing.net[/url:be521]
  
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Default . - 01-13-2003, 10:01 PM

I believe there is an option in the Advance Settings, to take off the Ammo bar.
  
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Default 01-13-2003, 11:24 PM

realism sucks biggrin:
  
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Default 01-14-2003, 07:16 AM

ui_hud 0

Try playing a while without crosshair and ammo. Its really hard, but fun.
  
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Default 01-14-2003, 08:54 AM

LOL-nice sig wolfman.
  
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Default 01-14-2003, 09:18 AM

lmao @ wolfs sig
  
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Default 01-14-2003, 11:00 AM

I hate realism. I can see why some people like it, because its more "realistic" but I don't think that games are that funny when you die so quickly, plus it makes camping a lot easier. This is the same reason why I don't play games like RtCW, because you die WAY too much. But that is just my opinion. hake:
  
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Default 01-14-2003, 02:22 PM

For the most part I believe realism is dumb, all realism does it make weapons like mgs, smgs, etc. more powerful while rifles are basically the same power. Realism might be good if anyone played this game realistically, i.e. people use rifles more often since rifles were the main weapon in the war. So once people make their weapon choice more realistic I think realism mods don't have a place.


interesting fact
At the end of the war around 14 million mauser rifles were made
and around 900,000 mp40s were made.
  
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Re: Question about "realism mods"
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Default Re: Question about "realism mods" - 01-15-2003, 12:03 PM

Quote:
Originally Posted by Gerard
Surely not very "realistic" to know how many rounds you have left in a magazine you can't see through. eek:
I don't agree with this. Sure, you may not know the exact amount left, but you would have a good idea. In WWII the training may not have been as thorough as it is today, but an M16 mag holds 30 rounds, and riflemen (an oxymoron considering they carry a machine gun) are trained to fire in 3-5 round bursts. Keeping track of bursts isn't very difficult. In the more recent model of M16, which has a 3 round burst selector, this burst is managed by the weapon.

Only in the most frenzied of firefights would it be difficult to keep a fairly accurate estimate of your remaining ammo. And in similar conditions in MOH:AA, I'm not looking at the ammo meter.

Still, there are many other things that would have to change in order to get MOH:AA to be *realistic,* before anything as picky as ammo count would help.
  
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Default 01-15-2003, 12:06 PM

I think realism is about more realistic shooting like it doesnt take u a full magazine of a thompson to kill a nazi it only takes like 10 shots.
  
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Default 01-15-2003, 01:43 PM

[quote="=BA-MF=LoneGunner65=2nd=c":6661f]I think realism is about more realistic shooting like it doesnt take u a full magazine of a thompson to kill a nazi it only takes like 10 shots.[/quote:6661f]Actually, a headshot from ANY weapon will kill you. What would counter this is the distance and accuracy a weapon has.

To the opinion that realism is dumb: consider Data from Star Trek for a moment. Every step he/it made during the series and movies to become human was one more step closer to his goal. Just because he couldn't just make the jump to humanity, didn't stop him from taking those steps. As soon as the SDK has come out, I'm going to see about changing my mod to limit weapons per team (unlimited rifles, 2 or 3 smgs, 1 MG/STG, 1 rocket and 1 shotgun). However, not having the SDK doesn't stop me from enjoying the difficulty that's present in the higher kill-count. If you don't want to die as much, you become much more careful about running and gunning. Stealth becomes much more necessary and tactics among your team are also important. And since I believe that realistically speaking there's nothing wrong with "camping," you learn to protect your objectives better by finding a nice place to hide and provide covering fire.
  
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Default 01-15-2003, 02:00 PM

I don't like realism when I can nail a guy at 75 yds with a 3 shot burst from my SMG. Sure it feels good to get the kill, but the same thing is happening to me on the receiving end. The realism mods seem to take the bite out of the rifle, since 1 or 2 shots usually will kill an opponent anyway. With their lower rate of fire and reload issues, you'd be silly to choose a rifle with realism on. I like the idea of weapon limiting since that would reign in the craziness that realism brings about.
  
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Re: Question about "realism mods"
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Default Re: Question about "realism mods" - 01-15-2003, 02:59 PM

Quote:
Originally Posted by Thermopyle
Quote:
Originally Posted by Gerard
Surely not very "realistic" to know how many rounds you have left in a magazine you can't see through. eek:
I don't agree with this. Sure, you may not know the exact amount left, but you would have a good idea. In WWII the training may not have been as thorough as it is today, but an M16 mag holds 30 rounds, and riflemen (an oxymoron considering they carry a machine gun) are trained to fire in 3-5 round bursts. Keeping track of bursts isn't very difficult. In the more recent model of M16, which has a 3 round burst selector, this burst is managed by the weapon.

Only in the most frenzied of firefights would it be difficult to keep a fairly accurate estimate of your remaining ammo. And in similar conditions in MOH:AA, I'm not looking at the ammo meter.

Still, there are many other things that would have to change in order to get MOH:AA to be *realistic,* before anything as picky as ammo count would help.
it's also a nice trick to put a tracer round in as your 4th (before last) round.
  
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